sys_spec_Full=3 -- Cap frame rate at 30fps sys_maxfps=30 r_vsync=1 -- Enable framebufferfetch or pls if applicable r_EnableGMEMPath=1 -- Skip the native upscale as a second upscale occurs on Metal Present r_SkipNativeUpscale=1 -- Default of 3 allocates all shaders (potentially >150 MB) -- 1 is most memory efficient but definitely causes hitches when converting HLSL -- shaders. Recommend 1 during dev, and 3 with optimized caches for release. r_ShadersPreactivate=1 ------------------------ -- Job System ------------------------ sys_job_system_enable=0 sys_job_system_max_worker=1 ------------------------ -- Streaming ------------------------ sys_streaming_in_blocks=1 sys_streaming_memory_budget=512 ------------------------ -- General Rendering ------------------------ r_Flush=0 -- Enabling this will clear the GMEM buffer before the z-pass r_ClearGMEMGBuffer=2 r_Fur=0 ------------------------ -- VisArea / Portals ------------------------ e_PortalsBlend=0 r_GMEMVisAreasBlendWeight=0.5 ------------------------ -- Misc. memory buffers ------------------------ e_AutoPrecacheCgf=2 e_AutoPrecacheTerrainAndProcVeget=1 e_GeomCacheBufferSize=0 e_CheckOcclusionQueueSize=512 e_CheckOcclusionOutputQueueSize=2048 ------------------------ -- Animation ------------------------ ca_MemoryDefragPoolSize=32 ca_StreamCHR=1 ------------------------ -- sys_spec_water ------------------------ e_WaterOcean=2 e_WaterVolumes=2 e_WaterOceanBottom=0 ------------------------ -- batching ------------------------ r_Batching = 1 r_BatchType = 0 ------------------------ -- geom instancing ------------------------ r_GeomInstancing=1 r_GeomInstancingThreshold=5 ------------------------ -- Upscaling ------------------------ --0 point, 1 bilinear, 2 bicubic, 3 lanczos r_UpscalingQuality=1 ------------------------ -- Geometry Cache ------------------------ e_GeomCaches=0 -- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. -- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame. -- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps e_ShadowsCacheRequireManualUpdate = 2 -- Sort ligths since we have limited space in the shadowmap pool texture r_DeferredShadingSortLights = 3 --Use an optimized pixel format for the lighting rendertargets during the lighting pass. r_DeferredShadingLBuffersFmt = 2